EP0145321A2 - Système et méthode de changement d'un aspect d'un objet d'une pluralité d'objets visuels coincidents dans un générateur d'affichage vidéo - Google Patents
Système et méthode de changement d'un aspect d'un objet d'une pluralité d'objets visuels coincidents dans un générateur d'affichage vidéo Download PDFInfo
- Publication number
- EP0145321A2 EP0145321A2 EP84307891A EP84307891A EP0145321A2 EP 0145321 A2 EP0145321 A2 EP 0145321A2 EP 84307891 A EP84307891 A EP 84307891A EP 84307891 A EP84307891 A EP 84307891A EP 0145321 A2 EP0145321 A2 EP 0145321A2
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- EP
- European Patent Office
- Prior art keywords
- visual
- objects
- altering
- true
- video display
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
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- 230000000007 visual effect Effects 0.000 title claims abstract description 39
- 238000000034 method Methods 0.000 title claims abstract description 14
- 230000004075 alteration Effects 0.000 claims abstract description 10
- 230000009977 dual effect Effects 0.000 description 6
- 239000003086 colorant Substances 0.000 description 5
- 238000013507 mapping Methods 0.000 description 3
- 239000007787 solid Substances 0.000 description 3
- 230000008447 perception Effects 0.000 description 2
- 238000010586 diagram Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 230000003993 interaction Effects 0.000 description 1
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Classifications
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
- G06T15/40—Hidden part removal
Definitions
- the present invention relates, in general, to the field of video display generators. More particularly, the present invention relates to a system and method for altering an aspect, for example color shading, of one of a plurality of coincident visual objects on a video display screen.
- a user can display objects by individual "pels", or picture elements, in a "bit-plane mode", or fixed objects in a “list mode".
- the screen memory in the bit plane mode may be arranged in scan lines. Within each scan line, the color of the first pel is followed by the color of the second, etc.
- the fixed objects in a list mode are defined in "image tables” which contain their pel-by-pel descriptions.
- a list mode screen memory is arranged as a "display list" of pointers to entries in the image tables, which include “attributes” of the images. These attributes allow each individual occurrence of an image to be altered, by for example, underlining or flashing.
- true objects are video display generator hardware-intensive objects which are designed to move around on the video display screen and to run into, or collide with, other true or fixed objects. Such true objects comprise a small video pattern which is stored in a particular location in the memory of the video display generator. These true objects can be positioned on the screen independently of where they are stored in memory merely by defining their vertical and horizontal position. By use of true objects, a video display screen may be easily animated and the object stored in the particular location in memory may be made to move across the screen merely by changing its start address.
- a video display generator including a system and method for altering an aspect of one of a plurality of coincident visual objects which comprises means for generating first and second coincident visual objects, the first visual object having an alteration attribute thereof. Means are provided for identifying the alteration attribute of the first visual object in conjunction with means responsive to the identifying means for altering the aspect of the second visual object.
- system 10 comprises a comparator 12 which includes dual input NAND gates 14, 22; tri input NAND gates 16, 18; and quad input NAND gate 20.
- Quad input NAND gate 20 has as one of its inputs the output of NOR gate 24 having as inputs fixed object pel value MSB line 30 and fixed object pel value second MSB line 32.
- Fixed object pel value third MSB line 34 is provided as one input to dual input NA N D gate 14 and tri input NAND gate 16.
- Fixed object pel value LSB line 36 is supplied as one input to tri input NAND gates 16, 18.
- a signal appearing on color collision MSB line 38 is inverted by means of inverter 26 for application to one input of dual input NAND gate 14 and tri input NAND gate 18.
- a signal appearing on color collision L SB line 40 is inverted by means of inverter 28 for application to one input of tri input NAND gates 16, 18.
- the output of dual input NAND gate 14 and tri input NAND gates 16, 18 are supplied as the remaining inputs to quad input NAND gate 20, having its output connected to one input of dual input NAND gate 22.
- Fixed object enable line 42 supplies the remaining input to dual input NAND gate 22 having its output appearing on comparator output line 46.
- a signal appearing on shading attribute line 44 is inverted through inverter 48 for application to inverter output line 50.
- Inverter output line 50 and comparator output line 46 are latched by means of latch 74 for application to the inputs of NOR gate 64.
- the output of NOR gate 64 appearing on inverting line 76 is supplied as one input to exclusive OR gate 66.
- the remaining input to exclusive OR gate 66 is supplied on true object data MSB line 52 as latched through latch 62.
- the output of exclusive OR gate 66 is latched by means of latch 68 for application to invertible true object data MSB line 72.
- true object data second MSB line 54, true object data third MSB line 56, true object data fourth MSB line 58 and true object data LSB line 60 are latched through latches 62, 68. Clocking inputs to latches 62, 68 and 74 is supplied on pel clock line 70.
- the following three character per byte exemplary list mode may be utilized in the display of a fixed object:
- the relevant attributes of system 10 include:
- Priority is used to simulate a third dimension in the display. It is used to determine which item is in front (visible) when two objects occupy the same place on the screen. The higher the value of the priority attribute, the closer the character is considered to be to the front of the screen. Priority becomes useful only with true objects 84, 86, which can be displayed anywhere on the screen independent of the display list.
- the fixed objects 80, 82 of this list mode can have any one of eight priorities.
- the fixed object 80, 82 priorities interleave with true object 84, 86 priorities.
- true object 84, 86 priorities When, for example, a true object is placed at the same location as a fixed object with the same priority, (not shown) the fixed object is visible. As a result, a true object priority 0 will appear behind fixed objects with priority 0. Actually, the attribute may be more flexible than this.
- Each fixed object can have two priorities, as described for the color collision attribute (infra). Conversely, a true object 86 with a given priority placed at the same location as a fixed object 82 of lesser priority will render the true object 86 visible.
- Collision is another attribute of fixed objects 80, 82 to make them easier to use in game applications. Collision is a one-bit code.
- a true object 84, 86 with collision enabled can collide with fixed objects 80, 82 that also have their collision enable bit set. That is, when a true object 84, 86 and a fixed object 80, 82 try to occupy the same XY location on the screen, a collision will be reported only if they both have their collision enables set.
- Collisions are reported to the MPU on a true-object basis.
- Each true object 84, 86 has one bit to report collisions with fixed objects 80, 82, and other bits to report collisions with other true objects (not shown). Collision and priority are entirely different attributes. Two true objects, or a true object and a fixed object, do not have to have the same priority to collide.
- Color collision is used with fixed objects 80, 82 to determine which part of the fixed object 80, 82 is allowed to cause a collision. It is a two-bit code.
- the value of the fixed object's 80, 82 pel data, before color mapping RAM (CMR) offset is attached, must be greater than the color collision value for a collision to be detected. If the pel data is greater than the color collision value then that pel's priority is determined by the character's priority attribute.
- Shading is a fixed object attribute in the above-described list mode that affects true objects, 84, 86 with higher priority when they move in front of a fixed object 82.
- the color collision test described above is used for shading as well, if the shading attribute bit is set. If the fixed object's 82 pel value is greater than the two-color collision bits, the most significant bit of the true object's 86 CMR offset is inverted. If the fixed object's 82 pel value is less than or equal to the two color collision bits, nothing is done to the true object's 86 CMR offset.
- This attribute allows the following effect: give a fixed object 82 or group of fixed objects a different color representing shade cast by some other fixed object 80, where the shaded color has a higher pel value than the color collision attribute, and the unshaded color has a lower or equal value. Every true object 86 passing through the shaded area can automatically seem to be shaded, too, if the proper colors are in the CMR. This feature is independent of the color value of the true objects 84, 86.
- a fixed object which always occupies a rectangular block, can be partly background color and partly "solid" object.
- the collision reporting to the MPU and the background/foreground selection will be made only when the true object overlaps the solid part of the fixed object. Since the arrangement of colors in the CM R registers is arbitrary, this puts no restriction on what colors are solid. Only the CMR address, not its contents, affects this.
- Shading is a related feature. Part of a fixed object can be a different color representing a shadow; selecting the shading attribute allows a true object to change color as it passes through the shade. Once again, the shade can be any color, since only the CMR address determines what gets shaded.
- a true object can be held at the center of the screen while the rest of the scene is scrolled around it, and it seems to pass behind some parts and in front of others; alternately, the true objects could move over a stationary background. Each could move independently and simultaneously, or some could move while other true objects remained attached to the scenery.
- an enable signal is applied on fixed object enable line 42 when bit 7 of byte 1 is set.
- Color collision value inputs to comparator 12 are supplied on color collision MSB line 38 and color collision LSB line 40 by means of bits 6 and 5 respectively of byte 1.
- This color collision value is compared with the fixed object's pel value as input to comparator 12 on fixed object pel value MSB line 30, fixed object pel value second MS B line 32, fixed object pel value third MSB line 34 and fixed object pel value L SB line 36.
- comparator 12 By use of comparator 12, a logic one level will appear on comparator output line 46 if the fixed object's pel value is less than or equal to the two color collision bits applied on color collision MSB line 38 and color collision LSB line 40. Conversely, a logic zero will appear on comparator output line 46 if the fixed object's pel value is greater than the value of the two color collision bits. Bit 2 of byte 3 of the fixed object's list mode is applied to shading attribute line 44 which is inverted through inverter 48 for application to inverter output line 50.
- Invertible true object data MSB line 72, true object data second MSB line 54, true object data third MSB line 56, true object data fourth MSB line 58 and true object data LSB line 60 are coupled to the video display generator color mapping RAM (CMR).
- CMR color mapping RAM
- the color mapping RAM consists of a number of registers in the video display generator. Each register can be set to any one of various colors. The user selects colors to be displayed by choosing the CMR address, not the color itself.
- each CM R location may occupy two bytes comprising red, green and blue bits which are used as inputs to digital to analog ( D/ A) converters that drive the red, green and blue outputs of the video display generator.
- the outputs of system 10 appearing at latch 68 can be used as color pointers to one half of the registers of the video display generator CMR.
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- Physics & Mathematics (AREA)
- Engineering & Computer Science (AREA)
- Geometry (AREA)
- Computer Graphics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Controls And Circuits For Display Device (AREA)
- Image Processing (AREA)
- Closed-Circuit Television Systems (AREA)
- Processing Or Creating Images (AREA)
- Digital Computer Display Output (AREA)
- Image Generation (AREA)
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US55181583A | 1983-11-15 | 1983-11-15 | |
US551815 | 1983-11-15 |
Publications (2)
Publication Number | Publication Date |
---|---|
EP0145321A2 true EP0145321A2 (fr) | 1985-06-19 |
EP0145321A3 EP0145321A3 (fr) | 1986-12-10 |
Family
ID=24202795
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP84307891A Withdrawn EP0145321A3 (fr) | 1983-11-15 | 1984-11-14 | Système et méthode de changement d'un aspect d'un objet d'une pluralité d'objets visuels coincidents dans un générateur d'affichage vidéo |
Country Status (3)
Country | Link |
---|---|
EP (1) | EP0145321A3 (fr) |
JP (1) | JPS60118982A (fr) |
KR (1) | KR850003595A (fr) |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0778547A1 (fr) * | 1995-05-11 | 1997-06-11 | Sega Enterprises, Ltd. | Appareil de traitement d'images et procede associe |
EP0786742A1 (fr) * | 1995-08-10 | 1997-07-30 | Sega Enterprises, Ltd. | Appareil et procede pour former une image virtuelle |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2000022616A1 (fr) | 1998-10-09 | 2000-04-20 | Sony Corporation | Appareil d'enregistrement et/ou de reproduction |
-
1984
- 1984-11-14 KR KR1019840007128A patent/KR850003595A/ko not_active Application Discontinuation
- 1984-11-14 EP EP84307891A patent/EP0145321A3/fr not_active Withdrawn
- 1984-11-14 JP JP59240399A patent/JPS60118982A/ja active Pending
Non-Patent Citations (3)
Title |
---|
COMMUNICATIONS OF ACM, vol. 23, no. 6, June 1980, pages 343-349, ACM, New York, US; T. WHITTED: "An improved illumination model for shaded display" * |
DIGEST OF PAPERS, SPRING COMPCON 82, 22th-25th February 1982,pages 245-250, IEEE, New York, US; T. WHITTED: "Processing requirements for hidden surface elimination and realistic shading" * |
IBM TECHNICAL DISCLOSURE BULLETIN, vol. 22, no. 12, May 1980, pages 5541,5542, New York, US; A. APPEL et al.: "Haloed line effect for casting shadows" * |
Cited By (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0778547A1 (fr) * | 1995-05-11 | 1997-06-11 | Sega Enterprises, Ltd. | Appareil de traitement d'images et procede associe |
EP0778547A4 (fr) * | 1995-05-11 | 1999-02-03 | Sega Enterprises Kk | Appareil de traitement d'images et procede associe |
US6102801A (en) * | 1995-05-11 | 2000-08-15 | Kabushiki Kaisha Sega Enterprises | Picture processing device and method thereof |
US6558257B1 (en) | 1995-05-11 | 2003-05-06 | Kabushiki Kaisha Sega Enterprises | Imaging processing apparatus and image processing method |
EP0786742A1 (fr) * | 1995-08-10 | 1997-07-30 | Sega Enterprises, Ltd. | Appareil et procede pour former une image virtuelle |
EP0786742A4 (fr) * | 1995-08-10 | 1998-12-09 | Sega Enterprises Kk | Appareil et procede pour former une image virtuelle |
US6377277B1 (en) | 1995-08-10 | 2002-04-23 | Sega Enterprises, Ltd. | Virtual image generation apparatus and method |
USRE41414E1 (en) * | 1995-08-10 | 2010-07-06 | Sega Corporation | Virtual image generation apparatus and method |
Also Published As
Publication number | Publication date |
---|---|
EP0145321A3 (fr) | 1986-12-10 |
KR850003595A (ko) | 1985-06-20 |
JPS60118982A (ja) | 1985-06-26 |
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Inventor name: PETERSON, WILLIAM A. |